Stephen Andrews Posted December 1, 2014 Share Posted December 1, 2014 I'm not sure whether or not this is intended, but when viewing a concave mesh with hasVertexAlpha enabled, faces with normals that face the camera become visible through the rest of the mesh, resulting in a sort of 'x-ray' effect. (The depth buffer is being handled incorrectly?)Backface culling has no real effect on this, as far as I can tell. No alpha (control) [http://s17.postimg.org/sdsv8fqn1/Screenshot_from_2014_12_01_14_07_46.png]X-Ray effect with partially-transparent voxels [http://s17.postimg.org/5mf78ag7x/Screenshot_from_2014_12_01_14_07_20.png]X-Ray effect with empty voxels [http://s17.postimg.org/p2zwutbbx/Screenshot_from_2014_12_01_14_06_13.png]Close up of X-ray effect with empty voxels [http://s17.postimg.org/pehd7krrx/Screenshot_from_2014_12_01_14_06_02.png] Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 1, 2014 Share Posted December 1, 2014 Unfortunately this is "expected".Because we are dealing with transparent objects, we have to disable depth write. And for performance reasons we do not sort faces ending with this weird rendering Quote Link to comment Share on other sites More sharing options...
Stephen Andrews Posted December 2, 2014 Author Share Posted December 2, 2014 Unfortunately this is "expected".Because we are dealing with transparent objects, we have to disable depth write. And for performance reasons we do not sort faces ending with this weird rendering Drat, that's what I was afraid of. I'll try to think of another way around it. (Perhaps creating another mesh for transparent objects?) Thanks! Quote Link to comment Share on other sites More sharing options...
Stephen Andrews Posted December 2, 2014 Author Share Posted December 2, 2014 Drat, that's what I was afraid of. I'll try to think of another way around it. (Perhaps creating another mesh for transparent objects?) Thanks!Using another mesh seems to remove the depth issues, thankfully, but now comes the issue of making sure all properties are synced between two meshes, which is a pain. Also I forgot what my algorithm was for separating the transparent voxels from the non-transparent ones, so now my stuff is all screwed up. x[ EDIT: In @Deltakosh we trust. (Still has syncing issues, but transparency works fine ) EDIT2: Mostly resolved, CEWBS updated to version 0.2.42. Demo #1 uses transparency for some voxels. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 2, 2014 Share Posted December 2, 2014 Hey that's great, excellent idea btw! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 2, 2014 Share Posted December 2, 2014 and I really love your lightsaber ;D Quote Link to comment Share on other sites More sharing options...
Stephen Andrews Posted December 2, 2014 Author Share Posted December 2, 2014 Hey that's great, excellent idea btw! and I really love your lightsaber ;DUnfortunately, it kind of hurts performance a bit, since the mesher has to run twice, but it should be okay for smaller meshes. I suck at art. It's supposed to be a *shiny* sword, indicating that it can be picked up. xD I suppose this thread should be marked as answered. :3 Quote Link to comment Share on other sites More sharing options...
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